1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
|
/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//------------------------------------------------------------------------------------
// #include <libsn.h> PSX?
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
//#include "src\driver96.h"
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "header.h"
#include "interpreter.h"
#include "logic.h"
#include "memory.h"
#include "resman.h"
#include "router.h" // for ClearWalkGridList()
#include "sound.h"
#include "sword2.h" // (James19aug97) for CloseGame()
#include "sync.h"
//------------------------------------------------------------------------------------
logic LLogic; //declare the object
#define LEVEL cur_object_hub->logic_level
#define OBJECT_KILL_LIST_SIZE 50 // this must allow for the largest number of objects in a screen
uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
uint32 kills=0; // keeps note of no. of objects in the kill list
//------------------------------------------------------------------------------------
int logic::Process_session(void) //Tony6June96 (first run 21Oct96)
{
//do one cycle of the current session
uint32 run_list;
uint32 ret,script;
uint32 *game_object_list;
char *raw_script_ad;
char *raw_data_ad;
uint32 null_pc;
_standardHeader *head;
_standardHeader *far_head;
uint32 id;
run_list=current_run_list; //might change during the session, so take a copy here
pc=0; //point to first object in list
static uint32 cycle=0;
cycle++;
// Zdebug("\n CYCLE %d", cycle);
while(pc!=0xffffffff) //by minusing the pc we can cause an immediate cessation of logic processing on the current list
{
head = (_standardHeader*) res_man.Res_open(run_list);
if (head->fileType!=RUN_LIST)
Con_fatal_error("Logic_engine %d not a run_list", run_list);
game_object_list = (uint32 *) (head+1);
ID = game_object_list[pc++]; //read the next id
id=ID;
res_man.Res_close(run_list); //release the list again so it can float in memory - at this point not one thing should be locked
// Zdebug("%d", ID);
if (!ID) //null terminated
return(0); //end the session naturally
head = (_standardHeader*) res_man.Res_open(ID);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("Logic_engine %d not an object", ID);
cur_object_hub = (_object_hub *) (head+1);
// Zdebug(" %d id(%d) pc(%d)", cur_object_hub->logic_level, cur_object_hub->script_id[cur_object_hub->logic_level], cur_object_hub->script_pc[cur_object_hub->logic_level]);
// do the logic for this object
// we keep going until a function says to stop - remember, system operations are run via function calls to drivers now
do
{
script = cur_object_hub->script_id[LEVEL]; //get the script id as we may be running a script from another object...
// there is a distinction between running one of our own scripts and that of another object
if ((script/SIZE)==ID) //its our script
{
// Zdebug("run script %d pc%d", script/SIZE, cur_object_hub->script_pc[LEVEL]);
// raw_script_ad = (char *) (cur_object_hub+1); //this is the script data
raw_script_ad = (char*) head;
ret=RunScript( raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL] ); //script and data object are us/same
}
else //we're running the script of another game object - get our data object address
{
// get the foreign objects script data address
raw_data_ad=(char*)head;
far_head = (_standardHeader*) res_man.Res_open(script/SIZE);
if ((far_head->fileType!=GAME_OBJECT)&&((far_head->fileType!=SCREEN_MANAGER)))
Con_fatal_error("Logic_engine %d not a far object (its a %d)", script/SIZE, far_head->fileType);
// raw_script_ad = (char*) (head+1) + sizeof(_standardHeader);
// get our objects data address
// raw_data_ad = (char*) (cur_object_hub+1);
raw_script_ad=(char*)far_head;
ret=RunScript( raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL] );
res_man.Res_close(script/SIZE); //close foreign object again
raw_script_ad=raw_data_ad; //reset to us for service script
}
if (ret==1) //this script has finished - drop down a level
{
if (cur_object_hub->logic_level) //check that it's not already on level 0 !
cur_object_hub->logic_level--;
else //Hmmm, level 0 terminated :-| Let's be different this time and simply let it restart next go :-)
{
cur_object_hub->script_pc[LEVEL]=(cur_object_hub->script_id[LEVEL]&0xffff); //reset to rerun
// Zdebug("**WARNING object %d script 0 terminated!", id);
ret=0; //cause us to drop out for a cycle
}
}
else if (ret>2)
{
Con_fatal_error("Process_session: illegal script return type %d (%s line %u)",ret,__FILE__,__LINE__);
}
// if ret==2 then we simply go around again - a new script or subroutine will kick in and run
}
while(ret); //keep processing scripts until 0 for quit is returned
// any post logic system requests to go here
Clear_syncs(ID); //clear any syncs that were waiting for this character - it has used them or now looses them
if (pc!=0xffffffff) //the session is still valid so run the service script
{ null_pc=0;
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
}
//made for all live objects
// and that's it so close the object resource
res_man.Res_close(ID);
};
Process_kill_list(); //leaving a room so remove all ids that must reboot correctly
Zdebug("RESTART the loop");
return(1); //means restart the loop
}
//------------------------------------------------------------------------------------
void logic::Express_change_session(uint32 sesh_id) //Tony6June96
{
//a game-object can bring an immediate halt to the session and cause a new one to start without a screen update
current_run_list=sesh_id; //set to new
pc=0xffffffff; //causes session to quit
EXIT_FADING=0; // reset now in case we double-clicked an exit prior to changing screen
Init_sync_system(); // we're trashing the list - presumably to change room
// in theory sync waiting in the list could be left behind and never removed - so we trash the lot
ClearWalkGridList(); // reset walkgrid list (see FN_register_walkgrid)
Clear_fx_queue(); // stops all fx & clears the queue
FreeAllRouteMem(); // free all the route memory blocks from previous game
}
//------------------------------------------------------------------------------------
void logic::Natural_change_session(uint32 sesh_id) //Tony7June96
{
//a new session will begin next game cycle.
//the current cycle will conclude and build the screen and flip into view as normal
current_run_list=sesh_id; //set to new
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
uint32 logic::Return_run_list(void) //Tony18Sept96
{
//pass back the private cur_object_list variable - not sure we need this
return(current_run_list); //return the id
}
//------------------------------------------------------------------------------------
int32 FN_set_session(int32 *params) //Tony29Oct96
{
//used by player invoked start scripts
//param 0 id of new run list
LLogic.Express_change_session(*params); //now!
return(IR_CONT); //cont
}
//------------------------------------------------------------------------------------
int32 FN_end_session(int32 *params) //Tony21Sept96
{
//causes no more objects in this logic loop to be processed
//the logic engine will restart at the beginning of the new list
// !!the current screen will not be drawn!!
//param 0 id of new run-list
LLogic.Express_change_session(*params); //terminate current and change to next run-list
return(0); //stop the script - logic engine will now go around and the new screen will begin
}
//------------------------------------------------------------------------------------
void logic::Logic_up(uint32 new_script) //Tony23Sept96
{
//move the current object up a level
//called by FN_gosub command - remember, only the logic object has access to cur_object_hub
cur_object_hub->logic_level++; //going up a level - and we'll keeping going this cycle
if (cur_object_hub->logic_level==3) //can be 0,1,2
Con_fatal_error("Logic_up id %d has run off script tree! :-O", ID);
cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on next level (not the current level)
cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
//Zdebug("new pc = %d", new_script&0xffff);
}
//------------------------------------------------------------------------------------
void logic::Logic_one(uint32 new_script) //Tony4Dec96
{
//force to level one
cur_object_hub->logic_level=1;
cur_object_hub->script_id[1]=new_script; //setup new script on level 1
cur_object_hub->script_pc[1]=new_script&0xffff;
}
//------------------------------------------------------------------------------------
void logic::Logic_replace(uint32 new_script) //Tony13Nov96
{
//change current logic - script must quit with a TERMINATE directive - which does not write to &pc
cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on this level
cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
}
//------------------------------------------------------------------------------------
uint32 logic::Examine_run_list(void) //Tony25Oct96
{
uint32 *game_object_list;
_standardHeader *file_header;
int scrolls=0;
char c;
if (current_run_list)
{
game_object_list = (uint32 *) (res_man.Res_open(current_run_list)+sizeof(_standardHeader)); //open and lock in place
Print_to_console("runlist number %d", current_run_list);
while(*(game_object_list))
{
file_header = (_standardHeader*) res_man.Res_open(*(game_object_list));
Print_to_console(" %d %s",*(game_object_list), file_header->name);
res_man.Res_close(*(game_object_list++));
scrolls++;
Build_display();
if (scrolls==18)
{
Temp_print_to_console("- Press ESC to stop or any other key to continue");
Build_display();
do
{
//--------------------------------------------------
// Service windows
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
RestoreDisplay();
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
if (c==27) //ESC
break;
Clear_console_line(); //clear the Press Esc message ready for the new line
scrolls=0;
}
}
res_man.Res_close(current_run_list);
}
else Print_to_console("no run list set");
Scroll_console();
return(1);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
void logic::Total_restart(void) //Tony18Sept96
{
//reset the object restart script 1 on level 0
cur_object_hub->logic_level=0;
//cur_object_hub->script_id[0]=1;
cur_object_hub->script_pc[0]=1; //reset to rerun
}
//------------------------------------------------------------------------------------
int32 FN_total_restart(int32 *params) //Tony5Dec96
{
//mega runs this to restart its base logic again - like being cached in again
LLogic.Total_restart();
if (params);
return(IR_TERMINATE); //drop out without saving pc and go around again
}
//------------------------------------------------------------------------------------
int32 FN_add_to_kill_list(int32 *params) //James9jan97
{
// call *once* from object's logic script - ie. in startup code
// - so not re-called every time script drops off & restarts!
// mark this object for killing - to be killed when player leaves this screen
// - so object reloads & script restarts upon re-entry to screen
// - causes this object's startup logic to be re-run every time we enter the screen
// - "which is nice"
// params: none
uint32 entry;
if (ID != 8) // DON'T EVER KILL GEORGE!
{
// first, scan list to see if this object is already included (05mar97 James)
entry=0;
while ((entry < kills) && (object_kill_list[entry] != ID))
entry++;
if (entry == kills) // if this ID isn't already in the list, then add it, (otherwise finish) (05mar97 James)
{
#ifdef _SWORD2_DEBUG
if (kills == OBJECT_KILL_LIST_SIZE) // no room at the inn
Con_fatal_error("List full in FN_add_to_kill_list(%u) (%s line %u)",ID,__FILE__,__LINE__);
#endif
object_kill_list[kills] = ID; // add this 'ID' to the kill list
kills++; // "another one bites the dust"
// when we leave the screen, all these object resources are to be cleaned out of memory
// and the kill list emptied by doing 'kills=0'
// - ensuring that all resources are in fact still in memory & more importantly closed
// before killing!
}
}
return(IR_CONT); // continue script
}
//------------------------------------------------------------------------------------
void logic::Process_kill_list(void) //Tony10Jan97
{
uint32 j;
if (kills)
for (j=0;j<kills;j++)
res_man.Remove_res(object_kill_list[j]);
kills=0;
}
//------------------------------------------------------------------------------------
void logic::Reset_kill_list(void) //James 25mar97
{
kills=0;
}
//------------------------------------------------------------------------------------
|